Spacer
Nov 11 2004, 08:40 PM
Steel_Troll
Nov 11 2004, 08:43 PM
Grrrrrittty!!one one, i like it it looks used, love the red, and is that a PDA i see on the floor??

Attention to details = ++
Erm, the smelter, i know its changed but the celing texture... erm... dono, it doesnt blow my whistle...
Spacer
Nov 11 2004, 10:06 PM


Marine Start
The next part to make will be the 2nd storage extension junction meet up with the passage out of marine start (will be the left wall in the first picture).
Nay
Nov 11 2004, 11:41 PM
I would say.. Its an excellent use of texturing to bring out more detail without the use of extra brushs, its been really executed well, with some unqiue lightin, it does certainly look different to other maps around here, nice style, i like it spacer
frostymoose
Nov 12 2004, 12:02 AM
Not as vapid as you have lead me to believe.
-Your secret admirer,
frostymoose
HanzGrub3r
Nov 12 2004, 01:05 AM
The first set of pics definately out-class the second. The second ones scream confusion at me. Lots of textures and not much focus - as in, the lighting doesn't direct my eyes to anything. A bit more focus in the second set and they will be better. if you are confused (I know I am) here's what I mean:
If you look at the first set of pics, there is an emotional intensity that you have created with the lighting. When I saw pic #1 (smelter) I though instantly - oooh it's hot in here. Short of adding maybe some haze (light haze) you have got this area spot on. I look at the first bunch and instantly think to myself (imagining an eerie silence and just the sounds of steam and the ocassional deep bubbling of molten metal) "hey, something aint quite right here - it's too quiet..it doesn't feel safe...BACK UP - I NEED BACK UP! or at least a hug! comm - send hug to the smelter"....where as - I look at the second batch and think "meh".. Intensify the lighting in that second bunch - draw my eyes to something! create an emotional experience through lighting..message belgarian about it if you want (he'd probably be happy to suggest some ideas if you are stuck - or he'll kill me for offering up his services - one of the two..lol)
It's hard to tell how good the detail is because it looks as though you have taken like high-res screenies (1280 up) and shrunk them down - so textures and details are always going to look extremely sharp and sexy when you shrink a pic down. I'd like to see an 800*600 or even 1024*768 screeny myself. Purple Monkey Dishwashers
BulletHead
Nov 12 2004, 03:12 AM
| QUOTE (Spacer @ Nov 11 2004, 05:06 PM) |


Marine Start
The next part to make will be the 2nd storage extension junction meet up with the passage out of marine start (will be the left wall in the first picture). |
That is a nice looking map! However...
in this post, the 2nd picture... the roof seems out of alignment... did you rotate it 90 degrees to keep it with the walls, then texture it with them all as 1 brush? If not, try that... hammer freaks up 90* angle texture corners even if you have them set as the same brush for texturing 0o
Other than that... SMEXY!
TailguNNer
Nov 12 2004, 11:13 AM
on the first pic, the black stuff in the corner doesn´t ereally fit in.
and in those red hallways, it looks kidna stupid with the light texture on both top and side of the brush...
otherwise excellent,
Pithlit
Nov 12 2004, 12:14 PM
Wow, that looks extremly nice
Spacer
Nov 12 2004, 01:15 PM
Retextured Marine Start :o


and a slightly resized (1152*864 = too big to post) non sharpened screenie, for PS_Mouse


I've gotta add some spotlights pointing down in the little corridor, it's too dark as it stands at the moment.
Tailgunner: duly noted, I'll brighten it up
HanzGrub3r
Nov 12 2004, 01:52 PM
The Purple Monkey Dishwashers thank you for your alterations to the marine start. Your re-texturing of said areas brings a smile to this monkey's face. Indeed you are wise. Purple Monkey Dishwashers
Tequila
Nov 12 2004, 04:36 PM
Lay off the acid, Gruber.
And Spacer (aka Goro), lovely work!
carioca
Nov 12 2004, 10:45 PM

flat pipes, fix plz
Spacer
Nov 13 2004, 01:55 PM
| QUOTE (Tequila @ Nov 12 2004, 11:36 AM) |
Lay off the acid, Gruber.
And Spacer (aka Goro), lovely work! |
I'll show ye hoo' it's ****' done..
Insane
Nov 13 2004, 02:04 PM
I preferred the texturing on the old MS. Otherwise, it's great.
HanzGrub3r
Nov 13 2004, 03:59 PM
Actually, I never had a problem with the texturing of the main room of the marine start - just the corridor which looked waaaaay over textured.
The new one is good. But again, it needs better lighting and Purple Monkey Dishwashers
Spacer
Nov 13 2004, 07:46 PM
I'm testing out Kawaks theory of realisticivity. (More paper = more realism)

Marine Start


Corridor leading from Marine Start... (gotta sort out the skylights)

.. and into this section of corridor

and HERE's a map of what i've done so far

Next room will be the big double res node room in the middle of the map, beyond the doors in the last screenshot, which might have some disco reactor nostalgia in it

.
Lordy
Nov 13 2004, 08:02 PM
marines dont believe in garbage cans =o
Naigel
Nov 13 2004, 08:49 PM
Hmm, papers... they just feel unreal. Can't explain it. Anyways, I have a neutral opinion about them.
HanzGrub3r
Nov 13 2004, 10:01 PM
Hrmm.. The papers look ok. But sadly there is no indication to suggest from where these papers have come. There are no desks in that area. No drawers. No cupboards. No filing cabinets. Perhaps put an open filing cabinet in the wall?
Purple Monkey Dishwashers
kabuum
Nov 13 2004, 10:02 PM
First 3 pics are awsome. I like that look, really nice. Not just clean things made dirtier with scratch and alien blood but actual dirt. That is good. I love it. Red light fits there, like a construction light or something replacing actual light when nobody is there, temporarly.
But take that paper away, it is awful and I cannot see the place where those came from, there is no table or something. So, someone had carried them and then spilled, so, where is the carrier at least? Papers are too clean also.
You cannot create realism by following rules, there are no actual rules in realism. There is feeling.
maybe add some rubber matts or something to the ground, instead of papers. Who would like to work in such place? And the seats, oh, not very comfortable I think.
But actually i don't understand it. I remember that when I said that tabels and other such things, coffe cans, papers etc add a nice atmosphere and makes the place used, then everybody were against me. But now...
BTW, why are all maps metallic? I wonder if someone would make a map where walls are covered with paint or posters or whatever instead of dirty industrial metal.
Mido
Nov 14 2004, 03:04 AM
Those computer chairs, have no keyboards infront of them.
Why would a guy have a folder of papers in his lap while staring at a few moniters.
carioca
Nov 14 2004, 03:20 AM

for u
Bijiy
Nov 14 2004, 04:15 AM
Okay, what exactly are you trying to say there?
kabuum
Nov 14 2004, 09:16 AM
That is better. But really put a new texture on to the floor bechause this is awful. Add some rubber carpates there instead.
But those seats are worse that old russian crane drivers seat...
It is future, right? So where are the spinning extracomfortable chairs with flat monitors (glass thin) on front of them?
Crispy
Nov 14 2004, 07:45 PM
@carioca's pic:
AAAAAAAAAAHHHH!!!!
Highno
Nov 14 2004, 09:38 PM
@carioca
great idea
Crayon textures
Spacer
Nov 15 2004, 11:44 AM
CRAYON FTW.
Some screens of the areas leading out from The Smelter (First time I've done decent infestation :o)


(It's not actually that dark ingame, I just picked a bad angle to take the picture)


R_speeds in all parts of the map thus far are under 800, so that's good :o.
Belgarion
Nov 15 2004, 11:55 AM

that. looks. awesome. some of it looks a little flat (the ceiling), but considering the area, i think there's not much more you can do with it. seriously. great stuff.
Coblet
Nov 15 2004, 12:23 PM
Love the new infestation shots - you could always add some half-infested roof supports and pipes to the otherwise flat ceiling.
Once_Only
Nov 15 2004, 01:11 PM
| QUOTE (Belgarion @ Nov 15 2004, 07:55 PM) |
 |
For the roof, mabye you could have a broken pipe jutting out of the infestation, just breaks it up a little.
perso
Nov 15 2004, 01:15 PM
It looks like kharaa infestation has been very intensive at that hive. I'd suggest adding some half-infested sections or at least some supports as Cobra said. Anyways, I like the res node with white light (nanites?), it gives nice contrast.
btw. Does that non/half infested platform serve some kind of purpose. Can't see it very good (in last pic).
ps. imo roof doesn't need any radical changes as texture doesn't really seem to repeat itself. Just something little, that doesn't really have to catch players attention.
edit: Seriously, I think that orange skylight looks damn ugly, disturbing and makes me feel sick. I don't think anyone would like to work there because it looks so depressing in some places. So I have a little solution. Replace the brightglass windows with darker ones and lower the brightness of skylight. Then add some lights that give a nicer feeling. For the mental health's sake.
Ok I over reacted a bit but maybe you got my point.
Spacer
Nov 15 2004, 01:19 PM
The platform thing is the "plug" that goes over the res node when it's not needed

.
Crispy
Nov 15 2004, 01:23 PM
@Pic1: Do something to change that infestation>pipes diagonal, it looks too clean.
@Pic2: How big is a Marine in that pic... and an Onos. Also it looks a bit to straight, maybe break it into three sections with varying angles to make it a bit more bio.
@Pic3: Spot on apart from the ceiling (what the others said but also-) it's pretty low so Lerks would probably just get shot down. Considering its near a Hive (judging by the infestation, that is) I'd recommend maybe putting in a skylight or somewhere the Lerk can escape to to get its Adrenaline back. There's always the RT but that would be the first place the Marines look/attack.
@Pic4: In the pic the RT looks ever-so-slightly offset to the left for that texture.
Otherwise this area's looking pretty nice or ihospitable depending on whether you tick the Humanoid species box when those interplanetary elections come round...
[see below] Fair enough
Spacer
Nov 15 2004, 01:47 PM
There'll be vents and the like for lerks to recover in in most of the rooms that've been posted so far, I'm just not doing them until I've done the whole map first.
BulletHead
Nov 15 2004, 08:32 PM
can you teach me to infest??!!
I love this map so far!
Grizzly
Nov 15 2004, 09:10 PM
pr0n!
Spacer
Nov 15 2004, 11:38 PM
Bugger, the hive I was planning on showing today turned out to be all leaky and stuff.. plus it was a pretty naff hive. So, no screenies of it. Sorry :\
carioca
Nov 16 2004, 01:50 AM

dont worry, you are making a great progress.
Haze
Nov 16 2004, 03:13 AM
First shots wowed me.. just like everyone else.
Second set, however, it lost my intrest, but your slowly gaining it back. The reason is that there is not enough red light, and you've lost that gritty feel with all those... clean textures.
Can you possibly have one of the pipes, or a couple, broken with water leaking out, having a large, large, very large puddle of water thats about three inches high, ugly murky water. That would add some gritty. Get some dripping textures.. animations, whatever they are, from the pipes. I havent really seen much flooding as of late in any maps.
By the papers, add a small bit of blood spatter on the walls and the ground. I'm not talking about massive carnage, just a slight bit, two small patches, one by the oapers, one by the monitors. As well a broken computer monitor, toppled over on its side, sparking. That would show signs of struggle in the area.
Dunno.. I'll post more as I go if you'd like.

Get some dirtier textures for marine spawn.. please. Dirty! Make us feel UNWELCOME!
Ugh I just need to finish learning about mapping.. I know brushwork and all that, simple brushwork, but am missing a lot of the advaned techniques.. nice map.
teh_fatts
Nov 16 2004, 12:21 PM
gets the fatty seal of approval so far, for what it counts. Might i suggest, for your flattish cieling, either (A) finding a way to lower the cieliling but still make it onos freindly, cause flattish cielings give a certain awesome atmosphere when they are much lower than were used to. (maybe sections carved out to be higher, or drop teh floor for that matter, as onos channels?) or, a much less radical idea... hanging infestation... but i dotn mean the ol' eclipe type "planar" stuff... slap a few real for sure tight brushwork infestation stalactites in there, preferably with something fitting beneath each one (small pool of water, stalagmite, whatever).
ok, time to stop myself.... in related news... howdy folks its nice to see you all again... ill be back again in another two months, hah.
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